MAFIA XVI: The Truth is Out There!
It was widely reported that in 1948 a UFO crashed in Roswell New Mexico. Elements of the U.S. Government rushed to recover the flying saucer and formed a secret cabal known as the Syndicate. The Syndicate, or government conspiracy, collaborated for years with the Alien Colonists. The Colonists had one goal in mind; colonize the earth and remove humanity from it. The Syndicate were promised their lives in exchange with aiding the Colonists, but as colonization draws near the Colonists have learned a secret. The Syndicate, for years, has been perfecting a ‘project’ that may undo their plans for colonization. Thus, they have directed a group of ‘alien-human’ hybrids around Washington D.C. to destroy the Syndicate and their Project so colonization can occur on schedule.
Many members of the U.S. government are either knowingly or unknowingly part of the government conspiracy known as the Syndicate, but some seek the truth. These individuals led by Agent Mulder and Agent Scully have opened the X-Files in attempt to discover the truth about the aliens and their human pawns. Can the X-Files investigators learn the truth about the alien-human hybrids, the Syndicate, and alert the public? Or will they be crushed by the alien-human hybrids or the Syndicate?
MAFIA XVI: The Truth is Out There has begun!
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INTRODUCTION
Mafia is an educated guessing game of epic proportions, challenging you to put your Diplomacy skills to good use as you become either 'Town' or 'Mafia', and analyze, argue, convince, lead, schmooze, lie, deceive, and hoodwink to win with the power of your words.
The Town's objective in the game is to lynch all Mafia members before the Mafia outnumber the rest of the Town. The Town can vote to lynch one player in each Day phase. Remember that mafia members are also part of the Town during the day and may manipulate the lynch vote to their liking.
The Mafia's objective is to avoid being lynched in the Day phases and kill Town members during the Night phase so that the Mafia outnumbers and can thus take control of the Town. The Mafia can vote to kill one Town member in each Night phase.
RULES
0. The GM reserves the right to adjudicate individual scenarios that arise during the course of the game at his discretion.
1. All players must vote at least once per game day and post at least twice per game day.
2. All players are forbidden from posting screenshots of their role PMs.
3. All players are forbidden from using encryption.
4. All players are forbidden from using non-sanctioned PMing.
5. All spectators and players who have been eliminated are forbidden from posting on all comment threads related to the game notes.
6. All players are forbidden from cheating.
7. All players are required to play to win.
ELABORATION
0. Given a lack of omniscience, the GM cannot create a rule to resolve all possible scenarios pre-emptively. To compensate for this, the GM is permitted to resolve a given scenario however they see fit, within the remit of the rules listed above, in the interest of all participants. The GM will resolve all scenarios as closely as possible to the intention of the rules, and will present an explanation regarding the adjudication to the greatest possible detail (which does not compromise anything in-game) and as closely in accordance with the written rules as possible.
1. A minimum posting limit of two required substantial posts (and a vote included) has been set to reduce lurking. While inactivity is, on some level, an important part of the game of Mafia, players who provide nothing but a warm body serve only to reduce the degree of enjoyment and increase the degree of frustration of the other players in the game. Signing up for this game is an expression of commitment to taking it seriously – do not sign up if you believe you will not be able to spend any time on it.
2. All role PMs have been posted in the setup information below, and all players (regardless of alignment) will receive identical copies of the vanilla town role PM. The point of this rule is to forbid "gaming" the role PMs to determine alignments; after all, the fun of this game is reading people, not outguessing the GM.
3. Encryption is defined as posting an encoded message on public channels that an average person would require outside tools to decode. It is perfectly acceptable to leave "hidden messages" in your posts (for example, spelling out "I AM THE COP" with the first letters of every sentence), but as a rule of thumb, if you don't think the average webDip user could decode it without a decryption service, don't post it.
4. All in-game communications should be kept within the thread. The mafia will receive a QuickTopic thread for communicating with one another outside of the game thread during Night phases; aside from this, there should be no other forms of private messaging.
5. Players who have been removed from the game are no longer playing the game, and will not be permitted to comment on it in private messages or comment threads. A special chat room will be opened for individuals who wish to spectate on the game, or players who have been eliminated. Use these channels to discuss the game while it is still ongoing.
6. This is a catch-all rule intended to preserve the spirit of the game. If you are considering saying or doing something that may be against the spirit of the game, message the GM about it before saying/doing it and the GM will let you know whether it is allowed or not.
7. This rule simply means that your actions should in some conceivable way advance your win condition as stated in your role PM. This rule is somewhat subjective, because the difference between a mistake and sabotage is sometimes hard to determine; the GM will exercise caution and restraint in observing this rule. This also means that if you need to leave the game for any reason, you should not simply drop out, but should message me first so I can determine the best course of action.
PENALTIES
The penalty for breaking one of the above rules is decided at the GM’s discretion, up to and including immediate removal from the game and/or sanctions from future games. Removal and/or sanction are instruments of last resort and will be used only if absolutely necessary. A player removed from the game may or may not have their role revealed on removal, depending on the circumstances surrounding their removal.
VOTING
There are four levels of voting within this game: collective voting to lynch players in Day phases, collective voting to end a Day or Night phase, and Mafia voting to kill town members in Night phases.
The first level of voting is for whom you intend to lynch. Notate this vote with a pair of octothorpes before your intended vote target. (e.g., ##VOTE Meme) You do not need to spell out your intended target's username fully; as long as the GM can understand who you're referencing. In the event of a tie during a lynch vote, no one shall be lynched.
PLEASE NOTE: If you do not use double octothorpes your vote will not be counted, for reasons of fairness but also because it is unlikely the GM will see your vote using the CTRL+F feature and this rule this prevents vote miscounts.
The second level of voting is whether or not to employ the hammer mechanic. By default, days are set to 48 hours long, and nights to 24 hours long; however, players may instead elect to end the day as soon as a majority is reached (called a “quick hammer” or simply “hammer”). Notate this vote with a pair of octothorpes before the word end. (EX: ##END) The game will switch to the hammer mechanic for the duration of that day once a majority of players choose to do so. If you are not able to vote before the hammer is dropped, you will not be penalized for failing to vote during that day.
The third level of voting refers to Mafia members choosing their NK (nightkill) targets during Night phases. The mafia members will use their separate QuickTopic thread to discuss this. Please make your votes in bold, like so: kill ND (< b > kill ND < / b >). Mafia NK will be decided by majority vote. In the event of a tie, the oldest vote will break the tie.
For the fourth level of voting, specific to this game, the Masons and Cult Leaders also vote on their activities in their respective QuickTopic threads during the night. This is done in similar fashion to the Mafia votes, but is done with the boldened syntax like: “mason ND” (for the Masons), and “cult ND” (for the Cult Leaders). There is a 51% voting threshold to be met for these actions to occur, so under no circumstances should either of these votes become tied.
MISCELLANEOUS NOTES
SPAM
Spamming (defined as excessive content-free posting; or, excessive posting regarding subjects irrelevant to the game) is not mod-killed by rule in this game. The in-game voting mechanic exists to curb any advantage that spamming as a tactic may confer; please reference the “VOTING” section above for more information. Suffice to say that spamming is not worth anyone’s time in this setup, and will be frowned upon, so while you may not be lynched or mod-killed for spamming, please refrain from doing so.
PLAYER SILENCES:
Players that have other participants on their mute list are asked to remove them for the duration of this game. Disputes stemming from outside of this game should not carry over into the gameplay. If they do, the GM reserves the right to address these issues and potentially remove or sanction players if it becomes a disruption.
FORUM SILENCES:
If a player is silenced on the forum by the moderator/admin team, an alternate will take their place for the duration of their silence. The silenced player will then have the option to take their position back over or leave it in the hands of the alternate. As long as the silence does not stem from actions involving the mafia thread, there will be no in-game sanctions for a forum silence.
REPLACEMENTS
A player wishing to drop out may be replaced at the GM's discretion. Individuals wishing to serve as potential replacements must NOT join the out-of-game God QT. (Being in the Observer QT is acceptable). Replacement is not guaranteed.
TURN DURATION
This game’s Day phases will last 48 hours and Night phases will last 24 hours, unless cut short by in-game mechanics (e.g., hammer). Extensions may be granted at a moderator’s discretion, but don’t count on it. Phase shifts will be 7 pm EST.
GM TEAM
This game’s GM is ND, (
userID=68782) and the co-GM is TrPrado (
userID=61599). PM both of us with any questions or concerns and we'll get back to you as soon as possible.
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FORMAT INFORMATION
19 players:
5 Town:
2x Masons
1x Tracker
1x Quartermaster
1x Vigilante
12 Mafia:
1x Fabricator
1x Ninja
1x Stalker
9x Traitors
Third Party:
2x Cult Leaders
Special Rules:
MXVI will have several additional “special rules” and notations that will need to be followed by players.
MUST ACT:
The day phase must resolve in a lynch unless a tie occurs. This means that all players MUST cast a vote during the day phase. During the night phase, each team (town, mafia, cult) must perform their night actions. Failing to perform a night action or casting a vote results in a ‘modkill’ or ‘replacement’. The only exception for this rule concerns the Masons and Cult during the night phase. PR’s in both groups may choose to not vote or retract a vote so long as a 51% voting threshold is reached (during the night phase). If this threshold is not reached then players trigger the “MUST ACT” rule.
MASONING:
-Masoning is done by a majority vote in the mason QT. This means that a MAJORITY of masons must agree on the player target for the night phase. The voting threshold must be 51% or greater. If there are only two masons then both masons must vote for the same target or one must abstain by not voting/retracting their vote. If there are three masons and two masons vote for one player, but the third votes for someone else then the player target with the majority of votes on them will be counted and the minority vote will not be counted. ALL masons who are part of the voting majority will visit the player target. The masons who are not part of the voting majority will appear to visit no one.
MASONING EFFECTS:
-If the masons ‘mason’ a town PR; that PR loses its PR abilities and joins the MASON QT from the next night onwards.
-If the masons ‘mason’ a traitor; then that traitor becomes a mason and is now sided with the town, and joins the MASON QT from the next night onwards.
-If the masons ‘mason’ a Cultist (whether Cult Leader or just a member), then that cultist DIES immediately.
-If the masons ‘mason’ a Mafia PR (Stalker, Fabricator, or Ninja), then EVERY MASON WHO VISITED that mafia member will DIE immediately. Any mason who did NOT visit will NOT die, and will be able to continue masoning as normal.
-If the masons and cultist both try to convert the same player in a night phase, the culting goes through first, and then the masoning goes through so the player DIES as a result.
CULTING:
-Culting is done by a majority vote in the CULT QT. The Cult begins the game with two CULT LEADERS. The CULT LEADERS must agree on the player target for the night phase. The voting threshold must be 51% or greater. That means at least one CULT LEADER must have a vote on a player target. If the vote is split between CULT LEADERS then the players must resolve this before the end of the night phase. All CULT LEADERS and the MEMBERS they recruited will visit the player target. If a CULT LEADER does not vote then they (and any members they recruited) will not visit the player target.
CULTING EFFECTS:
-Almost anyone can join the cult. When the cult ‘cult’ somebody, they join the cult QT from the next night onwards.
-Anyone converted by the cult will become a CULT MEMBER which is different from a CULT LEADER. They will join the CULT LEADER on all subsequent night conversions. They will be given access to the CULT QT, but lose access to their previous QT (if they had one).
-If the cult ‘cults’ a town PR; that PR loses its PR abilities and joins the CULT QT from the next night onwards as a cult member.
-If the cult ‘cults’ a traitor; then that traitor becomes a cult member and joins the CULT QT from the next night onwards as a cult member.
If the cult ‘cults’ a Mason; then the mason becomes a cult member and joins the CULT QT from the next night onwards. However, the conversion of a mason is a laborious affair and the cult will be unable to convert the following night.
If the cult ‘cults’ a Mafia PR; then the Mafia PR becomes a cult member and joins the CULT QT from the next onwards. However, the Mafia Ninja is immune to any cult conversion attempts.
Additional Rule: If the masons target a cult leader then the cult leader and every member they recruited DIES. If the masons target a cult member then just the cult member DIES.
ITEMS:
MXVI contains ‘items’ and there are two PR’s that can give items on a nightly basis. Those PR’s are the Quartermaster (town) and Fabricator (mafia). Each PR contains four items that can only be given once and used once by the players. Those items are:
bulletproof vest: A bulletproof vest can protect a player during the DAY or NIGHT phase from a gunshot and cult or mason conversion. However, the player must PM the mods if they wish to use the vest during the phase. If the player does not PM the mod then the vest’s effect will not be applied even if the player is shot or converted. The vest will become part of the player’s inventory until they decide to use it, but once they message both mods it is equipped and it cannot be unequipped for the duration of the phase. Equipping the vest is immediate during the DAY and will protect against all further day actions directed against you. Equipping the vest at night is considered done first during the End of nights events. The fake version of the bulletproof vest will not protect the player from a gunshot or conversions, but it is impossible to know upon receiving a vest if you have the actual vest or a fake version of it.
gun: a gun can be used to kill another player during the DAY or NIGHT phase. The player must PM the mods if they wish to use gun. If during the DAY phase the gun’s effect will be immediate upon receival by the mods. If during the NIGHT phase the gun’s effect will be immediate upon the order of events that occur at the end of each night (meaning your gun will be the first event). It should be noted that the vest will occur before using the gun so if someone with a gun shot someone with an equipped vest it would technically occur second. Once the mods have received your PM it is considered a permanent action and will be carried out. The fake version of the gun will backfire and immediately kill the player either immediately during the DAY phase or first in the order of events at the end of the NIGHT phase. Your identity will not be revealed if you successfully shoot someone, but if the gun backfires it will say that you shot yourself.
notebook: a notebook can be used to investigate a player role during the NIGHT phase. The player must PM the mods if they wish to investigate a player’s role. This action is considered the last possible night action and it will reveal the player’s role (except Ninja). The fake notebook will always produce an innocent alignment based on your role. So if you are a town player and use a fake notebook then whoever you scan will appear to be town. If you are a traitor or cultist and use the notebook your target will appear as a traitor or cultist.
binoculars: A binocular can be used to track a player during the NIGHT phase. the player must PM the mods if they wish to track a player during the NIGHT phase. Tracking will discover any player this player visited and by extension any other players that came with this player. This action is considered to be the second to last possible night action and will occur at the same time as ‘tracking’ on the end of night order of events. If you have a fake set of binoculars the target you visit will appear to have visited no one during the NIGHT phase.
The Quartermaster gives positive versions of these items out. This means that they work and the intended effect is applied. The Fabricator on the other hand gives negative versions of these items out. This means that they do not work and the intended effect is often negative and can result in death. All Quartermaster and Fabricator items are used immediately during the day phase and their effects are immediately applied, but at night the effects will occur within a scheduled End of Night order of events (below). Once a player PM’s both moderators the use of the item will occur. Once you PM it is considered permanent so you cannot stop the item once you have initiated the process. You can choose to store your item for future use however and do not have to immediately use it. If you have items in your possession and are converted they will stay with you after you are converted. Once an item is used it is gone forever and the Quartermaster and Fabricator only have one of each type of item to give out.
TRACKER
The tracker performs their night action at the end of night. It is either the absolute last action in the end of night events or second to last (if a player uses a notebook). The tracker will target a player to see what actions that player took during the night. The following can occur:
The tracker targets a voting majority mason; the tracker will see every voting majority mason and who they visited to convert. (Player X, Player Z, etc visited Player Y and attempted to convert)
The tracker targets a voting majority Cult Leader; the tracker will see the Cult Leader, all of their cult members, and who they visited to convert. (Player X, Player Z, etc visited Player Y and attempted to convert)
The tracker targets a Cult Member who is joining the Cult Leader on a conversion. They will see the Cult Leader, other Cult Members, and who they visited to convert. (Player X, Player Z, etc visited Player Y and attempted to convert)
The tracker targets a Mafia Fabricator/Quartermaster and sees who they visited and what item they gave. (Player X visited Player Y and gave a *item*)
The Tracker targets a Vigilante or a person who has been given a gun and sees who they visited and killed. (Player X visited Player Y and shot them).
If the Tracker targets the Ninja then it will appear as if the Ninja visited no one.
The tracker targets a Stalker or a person who has been given a notebook and sees who they targeted. (Player X visited Player Y)
The tracker targets someone with binoculars or vice versa and sees who they targeted. (Player X visited Player Y)
The tracker does not learn the role of the people they track only who visited who and if anything was given to them.
If the tracker visits a mason, cult leader, or cult member who is in the voting minority it will appear as if they visited no one.
If the tracker visits a traitor it will appear as if they visited no one.
If the tracker visits someone who equips a vest that night it will appear as if they visited no one.
If the tracker visits someone who used the fake gun it will only show up that the player died, and will not display who they attempted to shoot. (Player X died)
It is possible for the tracker to visit a player to find out that multiple parties visited them and multiple actions occurred to them. This list is a basic outline as to what could occur.
Win Conditions
TOWN: The Town wins when the Mafia and Cult have been eliminated.
MAFIA: The Mafia wins when the Town and Cult have been eliminated.
CULT: The Cult wins when 51% of the remaining players have been converted to be members of the Cult.
Roles
TOWN ROLES:
Mason 1: You are Deep Throat, a Mason! For years you have worked in the shadows with the schemers who collaborated with the Alien Colonists. In your old age you have begun to feel that the truth needs to be made public and have begun working towards that goal. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day. During the night you may communicate with Agent Mulder (Player name here) in the mason qt: link. You may only speak with your mason partner during the night phase. Additionally, each night you may vote on who to recruit. The target with the most mason votes will be visited by all the masons who voted for the player. If you are successful in your recruitment then the player will be added to the mason qt for the subsequent night phase. You win once the cult and mafia have been eliminated.
Mason 2: You are Special Agent Fox Mulder, a Mason! Your quest to discover the truth regarding the Alien agenda and their human collaborators have driven you since your sister vanished nearly twenty years ago. With the aid of your friend Deep Throat you have begun to piece together the puzzle along with your skeptical partner, Dana Scully. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day. During the night you may communicate with Deep Throat (Player name here) in the mason qt: link. You may only speak with your mason partner during the night phase. Additionally, each night you may vote on who to recruit. The target with the most mason votes will be visited by all the masons who voted for the player. If you are successful in your recruitment then the player will be added to the mason qt for the subsequent night phase. You win once the cult and mafia have been eliminated.
Tracker: You are Special Agent Dana Scully, a Tracker! Along with your partner Fox Mulder you have begun investigating the so-called X-Files, but your belief system is firmly grounded in science and you are a skeptic. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day. Each night, you may choose to visit on person. You will see whoever this person visited that night. You win once the cult and mafia have been eliminated.
Quartermaster: You are FBI Assistant Director Walter Skinner, a Quartermaster! You take your job very seriously and are in charge of a large arsenal of the FBI’s finest equipment. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day. In your possession are a series of items: one gun, one bulletproof vest, one notebook, and one pair of binoculars. Each night you can chose to give one of these items to a person for them to use once. You win once the cult and mafia have been eliminated.
Vigilante: You are Mr. X, a Vigilante! For years you have have operated as one of the fabled “Men in Black” and have been privy to the government collaborator’s conspiracy with the Aliens. Recently, however you have felt that this conspiracy must be exposed. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day You have two items at your disposal: a Sniper Rifle and a Pistol. During the day you may fire your sniper rifle ONCE. However, you may use your pistol to kill at night TWICE, secretly. You win once the cult and mafia have been eliminated.
MAFIA ROLES:
Stalker: You are Alex Krycek, a Stalker! Your cover as an X-Files investigator was blown when it turned out you were in league with the government conspirators. Since then you have devoted yourself to their cause and have joined the “Men in Black” and work tirelessly to bury the truth about the alien agenda on Earth. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day. At night you may talk to your mafia partners: The Cigarette Smoking Man (Player name here) and Marita Covarrubias (Player name here) in the mafia qt: link. Each night you may visit one person to discover what that person’s role was at the START of night. You win once the cult and town have been eliminated.
Fabricator: You are Marita Covarrubias, a Fabricator! You are the Special Representative to the Secretary-General of the United Nations. Due to your stature and post you have the ability to travel the world and have access to an international reserve of equipment. However, it is you goal to bury the truth in regards to the alien agenda on Earth. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day. At night you may talk to your mafia partners: The Cigarette Smoking Man (Player name here) and Alex Krycek (Player name here) in the mafia QT: link. Each night you may visit one player and give them an item. You may give a fake vest, fake gun, fake notebook, and fake binoculars. You have one of each and may give the item to be used once. You win once the cult and town have been eliminated.
Enforcer Ninja: You are the Cigarette Smoking Man, a Enforcer Ninja! You are the syndicate’s point man in the United States and secretly worked to subvert the U.S. government for years. Your goal and mission is to bury the truth regarding the alien’s agenda and the conspiracy from the public. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day. At night you may talk to your mafia partners: Marita Covarrubias (Player name here) and Alex Krycek (Player name here) in the mafia QT: link. You will not appear to visit anyone if you are tracked. You will not show as guilty if investigated. You will not be converted if targeted for conversion. Additionally, you perform the mafia night kill.
Traitor: You are a Traitor! You are a government employee in the U.S. government working with the FBI. However, you have forsaken your duty and obligations to the people of the United States for the promises of greater power by the syndicate and thus work towards their goals. You do not have access to the mafia qt. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day. You win with the mafia and once the cult and town have been eliminated.
THIRD PARTY:
Cult Leader: You are an Alien-Human Hybrid! The government conspiracy known as the syndicate has worked with the Alien Colonists for years to perfect a super-soldier with split human-alien DNA. However, the super-soldiers have formed their own conspiracy; most likely on direct order from the Colonists who no longer view the syndicate as a useful tool. Now, you seek to convert the entire U.S. government into your ranks. During the day you may make an accusation against someone; the candidate which reaches a plurality will be executed at the end of the day. During the night you may communicate with (Player name here), the other Leader, in the cult qt: link. You may only speak with your cult leader partner at night. Additionally, each night you may vote on who to recruit. If you are successful in your recruitment, then the player will be added to the cult qt for the subsequent night phase. You win once 51% of surviving players have become part of the cult.
Cult Member: You have been recruited by the Cult! The government conspiracy known as the syndicate has worked with the Alien Colonists for years to perfect a super-soldier with split human-alien DNA. However, the super-soldiers have formed their own conspiracy; most likely on direct order from the Colonists who no longer view the syndicate as a useful tool. You are now among those who have been converted into the ranks of the Hybrids. You may still make accusations during the day as normal. During the night, you may now communicate with the Cult in the cult qt here: link. You may only speak with the cult at night. Additionally, each night you may suggest who to recruit, though the Cult Leaders must vote for someone in order for them to be recruited. If you are successful in your recruitment, then the player will be added to the cult qt for the subsequent night phase. You win once 51% of surviving players have become part of the cult.
Schedule of Events
Day: gun and vest effects are immediately applied upon PM receival by the moderators.
Night:
Quartermaster/Fabricator VEST
Quartermaster/Fabricator GUN
QUARTERMASTER/FABRICATOR: The Town Quartermaster and Mafia Fabricator will target a player and give a chosen item to that player.
STALKING: The Stalker PR will investigate a target at the start of night to discover what their role identity is/was.
CULTING: The CULT LEADER(s) will target a player for conversion and along with their members will convert the player.
MASONING: The Mason(s) will target a player for conversion and along with the 51% voting majority threshold will convert the player.
VIGILANTE/MAFIA KILL: The Town Vigilante and Mafia Ninja will target a player and will kill the player. If they target each other then they both die.
TRACKING: The Town Tracker will target a player to see every action that took place concerning that player that night. The quartermaster item (binoculars) occurs during this phase.
Quartermaster/Fabricator: NOTEBOOK: A player with a notebook will see what role a player is at the end of night.
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Previous mafia games and reference pages:
M15
threadID=1316780 M14
threadID=1310615M13:
threadID=1302501M12:
threadID=1296737M11:
threadID=1286922M10:
threadID=1276122M9:
threadID=1266590M8:
threadID=1256043M7:
threadID=1240217M5:
threadID=1217792M6:
threadID=1203168M4:
threadID=1153331M3.5:
threadID=1143397M3:
threadID=1142133M2:
threadID=1129589M1:
threadID=1116382General Mafia Discussion (defunct):
threadID=1126828Mafia Game-Play Guide:
threadID=11298401. captainmeme
2. OB_Gyn_Kenobi
3. Chaqa
4. y2kjbk
5. bo_sox48
6. Vecna
7. Hellenic Riot
8. ghug
9. Maniac
10. VashtaNeurotic
11. Jamiet99uk
12. Claesar
13. delarosa
14. guak
15. xorxes
16. brainbomb
17. Mr. Asimov
18. Fluminator
19. Balki Bartokomous
Replacements:
1. Yoyoyozo
2. DemonOverlord
The game will start at 7:00PM EST on January 4th. Please do not post in this thread until that point. ND or I will open the game with a subsequent post once the game has begun.